<?xml version="1.0" encoding="utf-8"?>
<Defs>

	<!--========================= Barbed Wire =============================-->

	<ThingDef ParentName="BuildingBase">
		<defName>CE_BarbedWire</defName>
		<label>barbed wire</label>
		<description>Cheap defence system that slows down enemies.</description>
		<thingClass>Building</thingClass>
		<category>Building</category>
		<graphicData>
			<texPath>Things/Building/BarbedWire/BarbedWire_Atlas</texPath>
			<graphicClass>Graphic_Single</graphicClass>
			<shaderType>CutoutComplex</shaderType>
			<linkType>Basic</linkType>
			<linkFlags>
				<li>Custom1</li>
			</linkFlags>
		</graphicData>
		<uiIconPath>Things/Building/BarbedWire/BarbedWire_Icon</uiIconPath>
		<altitudeLayer>Building</altitudeLayer>
		<pathCost>80</pathCost>
		<passability>PassThroughOnly</passability>
		<fillPercent>0.0</fillPercent>
		<stuffCategories>
			<li>Metallic</li>
			<li>Woody</li>
		</stuffCategories>
		<costStuffCount>1</costStuffCount>
		<costList>
			<Steel>1</Steel>
		</costList>
		<statBases>
			<MaxHitPoints>150</MaxHitPoints>
			<Beauty>-30</Beauty>
			<WorkToBuild>120</WorkToBuild>
			<Flammability>0</Flammability>
		</statBases>
		<building>
			<paintable>true</paintable>
			<isInert>true</isInert>
			<ai_chillDestination>false</ai_chillDestination>
			<blueprintGraphicData>
				<texPath>Things/Building/Linked/Fence_Blueprint</texPath>
				<graphicClass>Graphic_Appearances</graphicClass>
			</blueprintGraphicData>
		</building>
		<drawStyleCategory>Defenses</drawStyleCategory>
		<filthLeaving>SlagRubble</filthLeaving>
		<rotatable>false</rotatable>
		<selectable>true</selectable>
		<neverMultiSelect>true</neverMultiSelect>
		<terrainAffordanceNeeded>Light</terrainAffordanceNeeded>
		<designationCategory>Security</designationCategory>
		<staticSunShadowHeight>0.0</staticSunShadowHeight>
		<researchPrerequisites>
			<li>Smithing</li>
		</researchPrerequisites>
	</ThingDef>

	<!--========================= Embrasures =============================-->

	<ThingDef ParentName="Wall" Name="EmbrasureBase">
		<defName>CE_Embrasure</defName>
		<label>embrasure</label>
		<thingClass>Building</thingClass>
		<category>Building</category>
		<description>A wall with a firing port to allow shooting from relative safety.</description>
		<replaceTags>
			<li>Wall</li>
		</replaceTags>
		<graphicData>
			<texPath>Things/Building/Embrasure</texPath>
		</graphicData>
		<uiIconPath>Things/Building/Embrasure/EmbrasureSmooth_MenuIcon</uiIconPath>
		<uiIconPathsStuff Inherit="False">
			<li>
				<appearance>Planks</appearance>
				<iconPath>Things/Building/Embrasure/EmbrasurePlanks_MenuIcon</iconPath>
			</li>
			<li>
				<appearance>Bricks</appearance>
				<iconPath>Things/Building/Embrasure/EmbrasureBricks_MenuIcon</iconPath>
			</li>
		</uiIconPathsStuff>
		<statBases>
			<WorkToBuild>150</WorkToBuild>
		</statBases>
		<costStuffCount>5</costStuffCount>
		<fillPercent>0.7</fillPercent>
		<disableImpassableShotOverConfigError>true</disableImpassableShotOverConfigError>
		<building>
			<blueprintGraphicData>
				<texPath>Things/Building/Embrasure/Embrasure_Blueprint_Atlas</texPath>
			</blueprintGraphicData>
			<isStuffableAirtight>false</isStuffableAirtight>
		</building>
	</ThingDef>

</Defs>